<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
	"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<link rel="stylesheet" href="css/animation.css" media="screen" />
<script type="text/javascript" src="../../script/soundmanager2.js"></script>
<script type="text/javascript" src="script/animation.js"></script>
</head>
<body>

<h1>Interval-based animation (with sound)</h1>

<p>
 Click + drag for fun.
</p>

<p>
 <button onclick="startAnimation()">Start</button>
 <button onclick="stopAnimation()">Stop</button>
 <input id="useMouse" name="usemouse" value="usemouse" type="checkbox"> Throw from mouse
</p>

<p>Note there may be a noticeable delay in sound (behind animation.) This may be due to the way javascript parsing XML and using eval() is apparently used when doing JS-to-Flash communication with externalInterface - this has yet to be investigated. If minimizing delay is crucial, the <a href="http://www.schillmania.com/projects/soundmanager/" title="SoundManager 1">original SoundManager 1 project</a> can provide virtually delay-free audio (albeit with a few other quirks and limitations.)</p>

<p>
 <a href="../">SoundManager 2 Demos</a>
</p>

<div id="ball-container" class="balls">
 <img src="image/ball.gif" alt="" />
</div>

<!-- initialise SM2 with a specific URL, before window.onload() [not necessarily needed, but provided] -->
<script type="text/javascript">soundManager.createMovie('../../soundmanager2.swf');</script>

</body>
</html>